Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: headdie on January 18, 2010, 04:39:51 am
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Would it be possible for a line the ship table to modify how long it takes to acquire missile lock say numbers grater than 1 increase lock time and numbers less than 1 reduce lock time to take into account technology level of the target so a less advanced craft would be easier to lock onto than an more advanced one due to hull materials, jamming technology etc.
As I was typing the above it also occurred to me that another line would be nice to use the launching fighter to modify the lock times again because a more advanced craft would be able to provide better fire control and targeting data to the missile
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Hmm, from my experience with tables, I don't believe setting it as a ship value is possible. If you tinker with missiles though, you can adjust lock on time. Perhaps advanced missiles for advanced craft?
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I've wanted some stuff like this both for the hunter and the prey, to take into account not only stealthiness of the target but also guidance equipment of the player's own ship. So basically, you would have a jamming modifier and an electronics bonus on a per ship basis.
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just give ships a lock time scaler, 1 will mean normal lock, numbers > 1 mean a longer lock time. numbers smaller mean less lock time. you could default it to one to preserve compatibility. seems it would work better that way. theres ready access to all the data thanks to pointers to weapon and target ship (or their object signatures, i forget which).
ecm features would be cool too. id implement it as a 4th bar on the ets, you can dump power to the system, and the more you give it the better the jamming. of course this would take away from your other systems. youd probibly want a base strength value and a max value (kinda how engines work). i think it would be pretty badass. jamming would increase lock times, scan times, would intermittently break lock (frequency depends on power) and distort the radar blip and interfere with target data (such as make the lead indicator bounce around). perhaps also cause some degree of these effects on nearby ships of the same team.
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That's what I meant by the modifiers, a modifier of 1 would be no change, and the default value.